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X – the Jump (version 0.12)

Prototype Version. & a shoutout to Lycoris for setting foundations in place. Scream at Dirge if changes are needed or there are questions.

“Listen to my story. This…may be our last chance.”

Traveler, first and foremost, welcome to .

Spira, a world locked in a cycle of death and rebirth. On the surface, Spira is calm as its denizens go about daily life without interruption, living in small peaceful villages scattered over the main continent. Underneath the veneer of tranquility, relics from Spira’s turbulent past are still crawling about, making its future an uncertainty.

In this world there are the Ronso, beast people of the North. The Guado, the protectors of the afterlife. The Al Bhed, masters of machines since ancient times. Of course, there are also your day to day Spiran humans. They live in harmony…or so it seems.

Traveler, the world may seem calm, but do not mistake stagnation for tranquility. For in this world, a great beast stirs – its name is Sin, and it is out to complete a singular mission programmed into its existence: The reduction of civilization to a primitive state. Without the removal of Sin, the people of Spira will never grow, will never advance.

Know this, Traveler, Sin perpetuates stagnation.

When Sin deems it fitting, it will destroy Spira, and you along with it.

You will have the total time of ten years in this world. Though survival alone would already equal success, Sin will not wait idly by for ten years for you to enjoy the peace. Within your first year, Sin will begin launching attacks on the cities of Spira. If within six months Sin is not defeated, Sin will escalate its assault, launching attacks on every front simultaneously.

Given time, a certain lady summoner may put an end to the whole system. However, she will be facing a large slew of ordeals along the way, and it is well within your best interests to lend a hand.

There are plenty more dangers in Spira than simply Sin however. Undead, known here as the Unsent wander the world, and the dead should not be controlling the living. Monsters roam anywhere civilization has failed to reach, and Sin’s brood add to their number. The machinations of men are plenty, and political workings are hidden behind the immediate danger of Sin.

You will arrive at the same time as when a certain young man washes up on the island of Besaid, in the southern extremes of the continent. We’ll get to where you washed up in a second, but there are some formalities to attend to before that.

Know that time in Spira has been warped by your coming. Events will happen quicker than usual, and you may find yourself caught out of the loop even if you had an idea of what the future would foretell. Worry not, because news travels fast in Spira, and the locals will be more than happy to tell you what is occurring.

Also know that the end of Sin does not mean the end of Strife. For after Sin is defeated, there will be others to take its place. Two years’ time will pass from the defeat of Sin until the advent of the Sphere Hunters. Though perhaps not as much of a pressing concern as Sin, an ancient machina will stir during this time, once again seeking to toss Spira into chaos.

Perhaps after all of this, we may know peace yet.

Ten years’ time, Traveler. Make good use of it.

Before you run free into this world, take this with you, and spare me a little more of your time. There are details to attend to and facts to confirm.

+1000 CP

Personal Details

Let’s start with the basics. Your age will be determined by dice. Roll an eight sided dice and I’ll add 15 years on top of that. Can’t have you being too young now, can we?

Age 1d8 +15

It would be awkward to dictate your gender when I can obviously see what gender you are, so I’ll let you remain as you are…unless you’re open to change?

Gender Chosen At Will

You can however, decide for yourself whether you would like to experience a different race. Certainly each one is its own unique experience…the choices are free.

Human

 + The most innovative of the races, you inherently see and understand systems and concepts quicker than most, being the most open minded amongst all.  + Naturally learns new skills faster than others.  + There’s no natural prejudice against you.  - You’re not the fastest, or the smartest, or the strongest. So you’re kind of the jack of all trades.

Al Bhed

 + Natural affinity towards machines, you don’t even need to see the machine, just hearing its description you’ll know how it works.  + Natural proficiency with all things technological.  + You know the Al Bhed and Common tongues by birth, so no worries about being language deficient!  + You naturally like to mix things up. Seems like you’ve got a bit of alchemy skill in you.  - There’s a severe prejudice against you.  - If you use machina around people, even if its just a toy, there’s a good chance people will freak out. Ronso

 ? The mountain folk who guard the paths of Gagazet. Giant feline humanoids that tower over the normal human in Spira. Actually they tower over all of the other human races.  + You’re big, strong, and very durable. You’ve also got a big horn.  + You also have a natural knack of learning the skills of enemies. Some skill called a Lancet I think.  + Gagazet’s frozen environment has made you naturally cold resistant! You’re also quite furry.  - You’re not much of a machine person. Actually you’d rather not use machines at all.  - You also inherently hate Guado…for a reason that you’re actually not quite sure why…yet.

Guado

 + The guardians of the Farplane, Spira’s afterlife. You’re part of a cloistered clan living in the forests of Guadosalam, next to the Moonflow river.  + You’re more proficient at magic than others. You naturally know the fundamental black and white magics whereas the other races have to learn it slowly.  + Your people are very well connected, so it’s likely you’ll find aid no matter where you go.  - Unfortunately, you’re going to get a bit of a bad reputation as time passes by. People will look at you with suspicion unless you work to prove them wrong.  - You’re also a bit of a snob. Better work on that. From time to time, you’ll be overcome by an urge to tell others than you’re right. Even if you’re wrong.

Cactuar

 + An elusive divine beast!  + You run away fast.  + You attack fast.  + You can naturally summon hordes of .  - Good luck fighting Sin. Good luck finding a party to fight Sin.  + Good luck in general. Locations

Roll an eight sided die to decide where you’re going to get dropped off. If you have a specific location in mind, just 50 CP will do.

1 – Besaid Island

You find yourself on the shore of Besaid island, at the Southern extremity of Spira. Travel to the rest of Spira is done by boat, but with the presence of Sin about, boats often end up getting attacked by its brood. There’s a temple here for summoners to get an aeon, Valefore. A certain lady summoner will start from here shortly after you arrive, maybe you want to tag along?

2 – Kilika Island

You find yourself washed up on the port of Kilika island, just a bit to the North of Besaid. There’s a massive jungle here that separates the port from the temple of Ifrit, but I’ve heard there’s also a massive plant beast called an Ochu here. Might want to stay away from him. Discretion is the better part of valor after all.

3 – Luca

You find yourself washed up on the docks of Luca. Luca, the last major city on the Southern hemisphere of Spira. Luca, the home of blitzball, the official sport of Spira. There are plenty of connections to various places here, and Luca is basically the hub for major civilization in Southern Spira. Plenty of guardians and summoners would pass through here. The highroad nearby leads towards Bevelle, but it seems like military troops are preparing for something nearby…

4 – Djose

You find yourself washed up on the rocky shores of the Djose highroad. The temple for Ixion is nearby to here, but frankly besides that, there isn’t really much to Djose. You can see the beginnings of some sort of staging ground being set up by the military. Maybe this is a practice site for some operation?

5 – Guadosalam You find yourself washed up on the edges of the Moonflow. Guadosalam, the entrance to the Farplane, is nearby, but you could also head back towards Djose. Apparently in the Moonflow there lies the ruin of an ancient machina city… There are a massive gathering of merchants here on the Moonflow, but inside Guadosalam, there are only Guado – it’s also eerily quiet in there. Gives me the creeps.

6 – Macalania

You find yourself washed up on the edge of Lake Macalania. The Temple for Shiva is nearby, but the rest of Macalania is pretty much a frozen glacier. Surrounding the frozen wasteland is the Macalania forest however, and be careful because plenty of wild beasts roam its twisting and sprawling paths.

7 – Bevelle

You find yourself washed up on the docks of the capital city, Bevelle! The largest city in Spira, the Yevon religious party has made its home here. There are priests, summoners and guardians everywhere you look. A certain lady summoner was born here – but it seems from her choice of words, that the city isn’t all that it seems to be. There are certainly a lot of barred doors leading somewhere underground…

8 – Free Choice

You find yourself washed up on wherever from the above you please! Aren’t I nice? Just before we move on, take this map of Spira so you don’t get lost!

Backgrounds

Well, perhaps you were here with a purpose? Let’s see what it is, shall we?

Drop In

So…you’re a traveler from distant lands, are you? Well, that’s nice to know. You’ll start off simple and clean I suppose, without any nasty prejudices or ideologies grinded into your head – none which weren’t yours to begin with anyways!

You’ll start off with full awareness of where a certain lady summoner is, should you decide to seek her out – but that awareness will fade away within a week. You’ll also start off with an ability to check out the specs of any monster you come across. This ability won’t carry over with you into your next Jump.

Blitzball Star

You’re a professional blitzball player! Hopefully you weren’t playing for the Aurochs, because they’ve been losing for 23 years straight – but it wouldn’t have been due to you! You’re naturally proficient at Spira’s national sport, an intense underwater game of handball crossed with water polo crossed with excessive and over the top action. You’ll start off with a team based on the location you rolled. Or, if you’d so like, you can be a free agent too.

You’ll start off with a fat paycheck, not that anyone seems to need money around here. So as a bonus, I’ll toss in a free blitzball for you to kick around. I heard your kicks are killer.

Guardian

You’re a Guardian, one of the sacred protectors of the summoners, who hold the key to Spira’s salvation. Your task is important – and you’ve trained for years to make sure your summoner will succeed. There have been times when summoners have given up – but you’re here to support them no matter what.

You’ll start off with a weapon and no Summoner. Finding one will be up to you.

Summoner The Fayth be with you, Summoner. You travel around Spira, garnering the aid of Aeons in hopes of one day fighting Sin. You know from Besaid to Zanarkand – you must travel the whole Spira and gather each Aeon. There will be fayths that you can sense but not reach – Aeons that seem out of your grasp, but you’ll find a way if you so wish it. The more Aeons you have as you approach Zanarkand, the easier the next step will be…

You’ll start off with one Aeon from the closest Fayth to your start point, but the rest will be up to you.

Sphere Hunter

Wait…wait a minute. You’re out of your time. So you’re telling me that you touched this Sphere, and suddenly you were sent back here? Well…alright, but you’ll be rather out of place I suppose. Sphere Hunters aren’t due for another two years or so – but you’ve found yourself lost in time. You hunt all over Spira for spheres, and you can convert the power of Spheres into Dress Spheres – which are basically a collection of abilities condensed into clothing form. Don’t worry, if you’re male, it won’t be a dress.

You’ll start off with a set of three basic Dress Spheres – but finding the rest will be up to you.

Skills/Abilities/Talents

The nitty gritty – something for you to dump that CP I gave you on! 100 CP abilities are free for that Background/Race. All others are discounted.

Drop In

CP Cost Name Effect CTB Shift - The way you fight has shifted! Now instant of each fight being a chaotic mess, you can pause time until you take an action. Beware though, since enemies will be able to do that too. You all can still dodge after an action is taken, but this just gives you some breathing room. 100 CTB/ATB Shift ATB Shift – Well that’s weird. All your spells seem to have a fixed cast time now, but this shortens your existing cast times of spells by a quarter.

You can freely turn this ability on and off. You’ve found a very weird way to refine your weapons. Instead of taking that hammer and whetstone and pounding away, you can now refine your weapons by doing utterly bizarre tasks – like racing on birds to beat a time, or dodging 300 Unorthodox Refinement lightning two hundred times, killing a specify enemy a thousand times.

The stronger the item, the harder the task will be. Select one of your skills to be designated as an “Overdrive” skill. When you use that skill, time stops for a period of ten seconds. You have that time to perform some sort of bizarre 600 Overdrive! task (complete a puzzle, do some sort of dance routine perfectly…etc.) to power up that skill.

You may not move or do another action during this time.

Blitzball Star

CP Cost Name Effect You’ve been blitzing all your life and it shows. You can breathe underwater as if you were breathing air. You also have perfect swimming abilities and speed comparable to 100 Basics of Blitz the fish in the ocean. Your awareness in water has improved dramatically.

From the moment the match starts, your mind races into overdrive. Whenever you enter into a “match”, be a duel, a cook off or a spelling bee (etc.) you enter into a state of 300 In the Zone hyper focus. Time slows down around you and your reaction speed doubles. You can also ignore pain at will.

Let’s bring blitzball to the world! You can be out of the water, without even a blitzball in sight, but out of nowhere one will appear (or you can have a companion throw you 600 Jecht Shot EX one.) and you can kick it at an enemy.

That enemy struck by the ball is sent flying twenty meters, regardless of size. There’s no physics in blitzball!

Guardian

CP Cost Name Effect Your life is dedicated to your Summoner. If you designate an individual to protect and they whistle (or a designated call), 100 With a Whistle you’ll instantly be teleported within eyeshot of them. You can change your “Summoner” once per Jump.

The Pilgrimage is tough, and you’ve learned the limits of your own body. You’ve also learned how to surpass them. Whenever you’re travelling, you now have a significantly 300 To Zanarkand… reduced need to rest, eat, or drink. It starts with only needing those necessities once every other day and grows.

The Summoner above all else, the Guardian will be able to 600 Code of the Guardian block any targeted attack towards their Summoner. As long as they are in danger, the Guardian will also be able to fight at their peak performance regardless of personal injury. In a worst case scenario, you can keep fighting with a fatal wound. (and survive it if something can heal you quick enough after the Summoner is outside of danger)

Summoner

CP Cost Name Effect There has always been Sin, and there has always been the Calm after Sin. But if there was no Sin…would the Calm not be Eternal? In the thick of battle, the Summoner will not 100 Eternal Calm waver. Nothing can break your concentration or interrupt your casting as long as your target is in sight.

It seems music isn’t for nothing. When you chant the Hymn of the Fayth, the undead nearby lose their physical hold on the world and slip towards the next realm. You’ve also 300 Hymn of the Fayth gained the ability to see undead, even if they’re masquerading as living beings.

Perhaps you already reached Zanarkand once. Perhaps this is your last moment of preparation before Sin. But fate is cruel. The Aeons you have collected will all be butchered 600 The Final Aeon and Sin will be reborn. You may pick a single Aeon from the masses you have gathered – it will become a Dark Aeon, and becomes a companion.

Perhaps when you faced Zanarkand last time, you rejected the tradition. You rejected the sacrifice. You were struck down at Zanarkand, but you survived, at a great cost. Rejecting the False 600 Tradition From the Aeons you have gathered, pick three, they will become companions, and you may never enter a Fayth again. Good luck with Sin, he’s now actively hunting for you.

Sphere Hunter

CP Cost Name Effect You’ve stepped out of time and back in again. When you visit any location, you can freely look back in time to see the 100 Looking Into the Past events that occurred within the past week.

Dress Spheres are an oddity aren’t they? When you change between them, time seems to stop. Now this applies when you change between any ability. Maybe you’re casting magic from two different worlds – when you switch between one to the other, time freezes for a second. 300 Change in the Present

Has no effect if you’re casting two different skills simultaneously. Effect can stack to a maximum of five seconds.

You’ve had plenty of time to contemplate dress spheres, and you’ve reached a breakthrough. By condensing enough of your spirit, and provided enough souls – be it pyreflies, living souls, dead spirits – you can focus magical abilities 600 Forward into the Future into a dress sphere which can be applied to a piece of clothing. Anyone wearing that piece of clothing can use those abilities.

General Skills

CP Cost Name Effect You can ride a . It’s not as easy as it sounds, considering the stupid birds tend to go wherever they want and run wild. But with a whistle, you can conjure one and ride it, and it’ll be perfectly tame unless it comes across 100 Chocobo Riding something aggressive. Then it’ll buck you off and run away.

Sometimes you might conjure a red one though…be careful with those. I heard they summon meteors.

You met an old man in the Calm Lands, and agreed to sign a contract with him. You’ll get a free experimental capturing device as well as the monster arena for free. In return, you need to go around Spira and capture every single monster in 300 Taming Contract the span of ten years. The Jump won’t end until you’ve captured one of every species!

No it doesn’t include the more mythical beasts (bosses).

A young genius researcher is in the process of investigating a massive energy source in the Farplane. His notes indicate that it’s something akin to a stream of Life itself – but that perhaps it could be harvested. 600 1000 Years After… The equipment is there to set up a prototype reactor...and the researcher’s notes suggest that the energy may be enough to even topple Sin provided there was a way to channel it.

Racial Skills (Free for Race)

CP Cost Name Effect Once per day, for a period of fifteen seconds, you enter a state of full invulnerability. You move at half your speed, but you negate anything that is being tossed at you (Provided it Iron Duke wouldn’t have killed you outright). 200 -Human- If it was something that would have killed you outright, it leaves you clinging barely to life and the effect fades.

You have a mystical skill to draw skills out of enemies. When you see an enemy use a skill, you can learn it with a slight Lancet 200 probability of success. The probability goes up the more you -Ronso- see the skill.

Normal people mix potions. You mix machina. You can take any two examples of machina (or machines from other Mix 200 worlds) and hybridize them together – just don’t expect -Al Bhed- them to have all the functions of both combined –

And be careful not to make a Weapon, yeah?

Once per day, you can summon a spirit from the dead that will last for a day and a half. The spirit will just linger there Farplane Contact 200 and perform some mundane actions, but it cannot fight, -Guado- speak or interact with the living.

Once per day, you magnify your size by twentyfold for the next ten minutes. All your features scale accordingly, but your equipment will temporarily disappear and your skills JUMBO! don’t scale. Instead you learn to fire a barrage of needles 200 -Cactuar- the size of spears.

This works outside of Cactuar form post Jump.

Items

We’ve got whatever you’re looking for! Ok, probably not, but here’s some items if you’re interested anyways.

Full Elixir – 50 CP

It’s going to be a rough journey, and you’ll probably need some of these. Cures wounds and conditions to restore you to full health. One purchase gives you 10 of these.

Tiny Bee – 100 CP ( Free for Drop In )

A small handgun that fires mystical bullets. You can infuse it with your own element and swap it up, but it never needs to reload as long as you don’t get drained using it.

Brotherhood – 100 CP ( Free for Guardian )

A handy sword that adapts to your fighting style. There seems to be water flowing inside…When you kill an enemy with this, there’s a chance that they will explode into water and splash all over you.

Summoner’s Staff – 100 CP ( Free for Summoner )

A staff that every summoner seems to carry around, could be a good walking stick too. It has a natural banishing effect against undead, and hostile undead are typically pacified when they come within visual range. Don’t expect it to work against strong undead though!

Blitzball, Mark X – 100 CP ( Free for Blitzball Star )

A blitzball with studs. The studs aren’t for show either, when it comes into contact with a person, this blitzball is bound to knock them down flat! Can’t be used in actual matches because that would be match rigging.

Dress Grid [LM] Variation – 100 CP ( Free for Sphere Hunters )

Looks like technology from the far future. There are five slots here where you can put Dress Spheres in, and it looks like it actually merges all of their abilities into one. I guess anybody holding this Dress Grid could use all of those abilities at once? Doesn’t come with any Dress Spheres though.

Experimental Capturing Device – 100 CP

A handheld device that can double as a net gun. You can capture enemies with this, as long as you actually defeat the enemy. It works in conjunction to the Monster Arena, because captured enemies are sent there. It has no effect on anybody unique though, so only works on monsters. Maybe if I had tuned it a bit more….

Ribbon – 200 CP

A neat red ribbon. Negates all status effects you’ll find in Spira. It also has an odd tendency to make people mistake you for a girl even if you aren’t one.

Cat’s Nip – 200 CP

A weird charm in the shape of an herb. Whenever you have this charm on and you’re knocked into a critical status, everything you do seems to have three times the effect. Lasts only until you’re outside critical condition.

Cactuar Doll – 200 CP

A plush doll of a cactuar. If you could find a certain black mage from Besaid, you might be able to awaken it as a companion… This doll seems to move in your hand. It feels like if it came alive, it would probably be really hyperactive. Maybe a good thief?

Moogle Doll – 200 CP

A plush doll of a cactuar. If you could find a certain black mage from Besaid, you might be able to awaken it as a companion… There’s something odd about this doll, it’s holding a wand…maybe it can use some rudimentary magic?

Tonberry Doll – 200 CP

A plush doll of a tonberry. If you could find a certain black mage from Besaid, you might be able to awaken it as a companion… I’d be careful though, because that plush knife looks awfully sharp… Hey did that doll just growl at me?

Dress Sphere – 300 CP (3 Free for Sphere Hunter) Well, in case you’re really lazy and you have issues with actually going out and hunting for Dress Spheres, I have some in stock that you can pick and choose from. That’s right, even if you’re not a Sphere Hunter you can still use them. God it’ll be awkward to see you Guardians transform. Wait…how does a Cactuar transform even?

Name General Details Shoots guns, specialist in taking down wildlife. You have a wide Gunner range of shots to choose from, and a gun with unlimited bullets. You can also shoot really fast when you need to. Steals things: self explanatory isn’t it? Ok fine, you also have an ability to disassemble machina at will. And you also have an easier Thief time pilfering things from even inanimate objects. Not sure why you wanted to steal that apple from the tree though. Your normal sword swinging warrior. Has most of the abilities you’d Warrior expect from somebody swinging a massive hunk of steel. Pretty good durability too. You sing, and things get a bit weird. You can inflict statuses upon enemies by singing. Maybe because you have no singing voice, but I Songstress jest. In odd occasions you’ll find yourself compelled to dance and sing out of the blue. A specialist in the four destructive elements, fire, ice, lightning and Black Mage water. Your spells grow from just the basics to massive area spells. Just run away before they file you for property damage. You heal people! Goodness knows we need healers with all the damage Sin is causing! Unfortunately you’re also a bit of a pacifist White Mage with this Dress Sphere, so you can’t fight more than swinging a rod to bonk somebody. You can hunt specific monsters even better than Gunners can! But you do need to designate your target. Also, similar to the Ronso’s Gun Mage racial ability, you can learn enemy attacks. You just need to survive it first. Pick a pet, and you’ll be able to train this pet into a ferocious fighting machine! Could be a monkey, an eagle, a dog, or really any small Trainer sized animal that you like. Small, because things tend to get awkward when you have a pet Shoopuf try to enter the house. You get really angry, and when you do, you tend to get really destructive. You swing around with your fists and break things – but Berserker somehow you have enough mental capacity to weave in and out of a fight flawlessly. You’ve basically become the master of “Angry Fist”.

Prototype α “Machina Maw 0” – 300 CP

A machine that’s been disassembled. With some help you might be able to put it all back together, in which case it looks to be a bipedal walker, complete with twelve missile launchers, six ray cannons, and four forward anti-personnel guns. It’s got absolutely nothing for defence though… Whoever built this really just wanted to blow things up!

Prototype β Airship “Delisle” – 300 CP

A prototype airship that’s been sitting in the drydock for goodness knows how long! It’s not as big as Cid’s next airship, the Celsius, but it’s got room to fit 8 people, and comes with a default autopilot mode. A bit lacking weapons wise though…it’s only got six missile pods...but you won’t have to worry about ammunition, the Al Bhed have figured out a way to create missiles out of energy! With this, you could call in an air strike whenever…but don’t go around destroying Spira yeah? Flies from Bevelle to Besaid in half a day.

Portable Monster Arena – 300 CP

Well it’s not really the Arena, but here’s a deed to it. Here in Spira you’ll be able to capture monsters, perform breeding experiments and that sort, but outside Spira when you use the deed, it’ll conjure up a monster zoo of sorts, with all the monsters you’ve captured using the experimental capturing device. I hope you don’t let them out though, cause once they’re outside the Arena, they won’t last very long.

Companions – (100/300) CP

Oh, so you’ve got companions do you? Well, you can import them 1 by 1 at 100 CP, or with 300 CP I’ll let you pull 8 in. Should be more than enough right? There are some catches to this though.

Each companion can have a race and background for free. They’ll have 300 CP to spend on abilities. However, there can only be one Summoner per your group. Also, the more companions you import in, the stronger the native monsters will get. Don’t expect it to be a walk in the park. Drawbacks Well if this is what you want…take as many drawbacks as you’d like, but only 600 CP will count unless you take the very last drawback – in which case no other drawback will come into effect.

Public Displays of Awkwardness + 100 CP

Ok. We get it, it’s tough living in Spira with Sin looming over your head. But that doesn’t warrant laughing out loud awfully for no reason. You’re going to be doing awkward things every chance you get – and people will notice, and people will remember. By the time your time is up, you’ll have a pretty awkward reputation.

But the Lightning Keeps Coming! + 100 CP

You’re suddenly terrified of lightning and thunder. Unfortunately, there also happens to be three times as many thunder storms in Spira now. On top of that, you’re compelled to go to the Thunder Plains. Hey, at least you can bond with that spunky Al Bhed girl now!

Fryd yna oui dymgehk ypuid? + 100 CP

You can’t understand a word anyone is saying. Even if you have a background from Spira, you can’t seem to figure out what people want from you without hand signals or drawn instructions. Over the ten years the effect will fade slowly, but seriously, don’t expect to interact well with the locals.

Every Single Opportunity + 200 CP

You’ve become such an enthusiast of all the attractions in Spira that you can’t seem to focus on the task at hand. Sin could be showering Luca with a spray of photon bolts and you’ll still be fixating on becoming Blitzball world champion. Nothing short of a companion in mortal threat will be enough to shake you from all these side ventures – and you can’t rest until you’ve become the acknowledged master of each.

Cry In the Night + 200 CP

Don’t ever sleep again, because if you do, you might find yourself waking up to lantern light. A lantern that swings ominously from left to right, revealing a kitchen knife that seems polished…to kill you. Tonberries are out to hunt you down, and they will not stop, they are perpetually endless, and they cannot be reasoned with. Once Sin is dead, Mega Tonberries about four times the size of normal ones will hunt you. Everybody else seems to be oblivious to their existence.

From the Farplane + 200 CP

You just can’t catch a break can you? Your worst nemesis already dead or from a Jump in the past has come out from the Farplane. Unlike the other Farplane ghosts,they can act upon the world and they will actively try to hunt you down and kill you. Better stop them fast somehow, or they’ll help Sin bring an end to Spira.

In the Spotlight + 300 CP

Everybody in Spira needs your help for something. You can’t get away from it, and people won’t have any gratitude either. Don’t expect to go into a Fayth without first solving the personal issues for the fifteen odd people standing outside. Hope you’re a good psychiatrist and problem fixer.

Gilgamesh Arrives! + 300 CP

Wait what the hell? You weren’t even supposed to be here!

“It is I, Gilgamesh, the Greatest Swordsman in all of !”

Well, unfortunately for you. Gilgamesh took a wrong exit on the multiverse highway and now he’s invaded Spira. Fortunately for you, he’s just out to loot every single weapon in the place before he goes home. Unfortunately for you, your stash of loot is within his eyes.

He can’t be killed permanently, and he’s going to harass you with hammy lines and really vicious swordplay. If you can get him to listen to reason, he might be willing to lay off on you for a day or so, before a different version of him comes back to harass you. The harassment doesn’t end until the Jump does. Best of luck. A Clash of Ages + 600 CP

This Sin is a bit different. See, he’s a bit bent on making sure Spira is flattened to the ground. So he’s awakened some old buddies. Within a week, hoards of demons will start attacking every major city in Spira. In that time, Sin will be protected by Penance, several copies of the machina Vegnagun, while he works on tearing open space time and calling in a being from the far future.

If Sin succeeds and calls forth the Ruby and Emerald Weapons…well, Spira just ended up in a lot more danger than before. Oh, and did I mention they’ll be targeting you specifically?

Best of luck.

Conclusion Every dream has its end, and your time in Spira has come to a close.

As always, you have three doors to choose from, three fates to pick out of.

1) The Dream Ends, Fully and Completely – Return home with everything you have so far. 2) Wallowing in the Dream – Spira is at peace, and you will be as well as you decide to spend your days here. Who knows, settle down, have a family? Enjoy yourself. 3) The Journey Continues, though the Destination may Change – Head to your next Jump!